1.0 release. Requires 4.2.3 or higher.
- Migrated screen projection code to libeye. - Some pickups emit light, like in Doomreal. - Backported map revealer item from Doomreal. - Brand new Invulnerability and Night Vision powerups. - Add option to allow Shield Belt and armors simultaneously. - Backported armor bonus model from Doomreal. - Added Dual Enforcers icon for HUD. - Changed player class names to their character names, like in Doomreal. - Terrain splashes. - Translocator doesn't telefrag other players in coop. - Reduced view shake from Impact Hammer. - Various other updates and bug fixes.
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Readme.md
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Readme.md
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What began as a test for importing UT vertex meshes has turned into an actual
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full UT weapon and item mod.
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This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
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This mod requires GZDoom 4.2.3 or later.
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## Currently implemented
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@ -55,46 +55,30 @@ This mod requires GZDoom g4.3pre-79-gbcef44051 or later.
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- UT player classes
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- Heretic compatibility
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- Spanish localization
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- UT gore system (toggleable)
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- UT gore system (WIP, toggleable)
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- Liquid splashes
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- Original Invulnerability and Night Vision items
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## In progress
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- General polishing, bugfixing and rebalancing
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- Add some more effects
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- Lava/Slime footstep sounds?
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- French, Italian and German localizations (I'll need help for these)
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- N/A, this is the 1.0 release
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## Ideas
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## Planned
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- Code cleanup / backporting of improvements from Doomreal
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- Stop using A_Overlay instead of player.SetPSprite, this breaks stuff (and
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is the reason the Enforcer does that lowering thing when reloading)
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- Simplify certain fire loops (especially the minigun/biorifle)
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- Add ####-based tweening to some weapon animations where needed
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- Remember to flip the translocator model so people stop complaining
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- Fancy titlemap like Doomreal
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- Pickup lights like Doomreal
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- Figure out some alternative invincibility item. Kinda like how I improvised
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the backpack replacement
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## Future plans
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- Additional model optimization and cleanup (optional, not needed for 1.0)
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- Trim out unused animations (this one is going to be very time-consuming)
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher once
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scripted textures are implemented
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- Redo player models once GZDoom gets a well deserved model animation system
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overhaul (mainly to clean up the current, messy implementation of this)
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- Add weapon attachment support to player models when that is also added in
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(at the moment all player models have an integrated placeholder weapon)
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- Port some of my UT weapon mods (and maybe also some of my personal faves by
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others, such as Psi Weapon Dreams)
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- Hexen/Strife compatibility ???
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- Relics?
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- Stuff for 1.1
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- Fancy titlemap like Doomreal.
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- Touch up blood/gibbing features. At the moment, Nashgore is still a
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superior alternative.
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- Hexen/Strife compatibility ???
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- Stuff for much later
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- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher
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once scripted textures are implemented
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- Redo player models once GZDoom gets a well deserved model animation system
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overhaul (mainly to clean up the current, messy implementation of this)
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- Add weapon attachment support to player models when that is also added in
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(at the moment all player models have an integrated placeholder weapon)
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## Known bugs
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- Translocator allows telefragging other players in coop (no idea if I can
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even fix this)
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- Biorifle sludge doesn't attach properly when it lands on the edge between
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sectors. This is most noticeable with moving sectors and 3d floors.
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